Attributes

Contents

Stats

A character's stats define what a character can do in Fallen Earth. These stats can be divided into two types: base stats, whose values can be increased directly by the player, and derived stats, which gain their values from combinations of the base stats.

There are 8 primary stats that combined describe the root characteristics of a character. Each stat has a minimum value of (character level + 10) and a maximum value of ((character level + 10) * 1.5). A stat can be increased above the minimum value (but no higher than the maximum) by spending 5 Advancement Points (APs) per stat added.

Example: A new level one character will have stats with a value of 11, which can be increased as high as 16. When that character reaches level 2, all stats will have a value of at least 12 and the new maximum will be 18. Any improvements made to stats by spending APs will remain, so that a Strength of 16 on a level 1 character will increase to 17 automatically upon reaching level 2, where it can be further increased to 18 with the expenditure of 5 more APs.

The primary stats in Fallen Earth are:

Charisma: Your Charisma affects your Gamma and Gamma Regeneration, as well as your maximums for Empathic, Enhancement, and Social.

Endurance: Your Endurance affects your Health, Health Regeneration, and Body Save, as well as your maximums for Armor Use and Patho-Transmission.

Intelligence: Your Intelligence affects your Gamma, Gamma Regeneration, and Mind Save, as well as your maximums for First Aid, Group Tactics, Nano-Manipulation, Precision, Thermal Control, and all Tradeskills.

Perception: Your Perception affects your Reflexes Save and helps you detect other players in PvP zones, as well as your maximums for Dirty Tricks, Dodge, First Aid, Heavy Weapons, Pistol, Rifle, Social, Suppression, and all Tradeskills.

Derived stats further describe a character's traits, but unlike the primary stats, they cannot be directly modified by spending APs. Instead, they are determined by a combination of other stats and updated immediately as those stats change. Some of these stats are in the form of a 'pool' of points that are depleted through use or damage and replenished over time with abilities or items. The remaining attributes represent resistances or 'saves' that can mitigate or block certain negative game effects.

The Health stat represents how much damage a character can take before becoming incapacitated. Health can be replenished using First Aid abilities, healing mutations, and medical items. The rate at which health naturally replenishes can be improved through the consumption of food items, and by certain medical items. Health is calculated with the following formula:

The Gamma stat represents a pool that powers a character’s mutation abilities. As mutations are used, the amount of gamma available decreases. The size of the pool can be affected by hostile mutations as well as gamma manipulation items. The rate at which the pool is replenished is affected by movement (decreased rate) and some gamma manipulation items. Gamma is calculated with the following formula:

Gamma = ((Intelligence * 3) + (Charisma * 2))

Example:A character with an Intelligence of 40 and a Charisma of 25 would have ((40 * 3) + (25 * 3)) = (120 + 75) = 195 Gamma

The Stamina stat defines how much energy a character can exert before exhaustion sets in. This energy is used when a character uses a non-mutation special ability granted by an active skill. When Stamina is depleted, a character also suffers reduced speed. The rate at which stamina naturally replenishes can be improved through the consumption of beverages. Stamina is calculated with the following formula:

Stamina = ((Dexterity * 3) + (Coordination * 2))

Example:A character with a dexterity of 28 and a coordination of 26 would have ((28 * 3) + (26 * 2)) = (84 + 52) = 136 Stamina

The character's learned abilities. They are involved in normal, non-mutation based combat, using items, and interacting with the environment. All skills start with a base value of 1 and can only be increased by spending 1 AP per point of skill.

Every clone is granted access to the Alpha Mutation, but the others must be learned. Each mutation line covers a specific type of mutation and allows the player to learn special actions within that mutation line. Mutation abilities will augment rather than replace your primary combat abilities.

Except for the Alpha Mutation, each mutation line is associated with one stat, which, along with Willpower, determines both the minimum and maximum values for that line. All mutations start with a base value of 1 and can only be increased by spending 1 AP per point of mutation, up to double the base value of the mutation.

Alpha Mutation: Your ability to control the basic mutations common to all clones. It is equal to your Willpower and cannot be raised with APs directly.

Tradeskills allow players to craft items by learning recipes, collecting the appropriate tool kits and components, and spending the required time to make the item. Characters can learn as many tradeskills as they want. All tradeskill max values are based on 75% Intelligence and 25% Perception. Tradeskills are raised through use, up to double the base value of the skill. Tradeskills also allow you to write instructions of what you know and research more advanced recipes. There are 11 tradeskills: